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Kodman

Member
Game Developer
Nov 11, 2023
100
574
My only complaint is the flashlight is nearly useless in any red lit area, so I missed the edges of two vent shafts I kept passing by. If dev wants to keep the flash light as is, could you put some red lights near those places to draw attention to them?
Thank you for your feedback, I will check this point.
 
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mugijos95

Member
Jun 7, 2020
294
278
Thank you for your feedback and congratulations.

I don't know if I understood you correctly, but in the working version of the game, the camera position has moved a little to the right of the main character and is moving towards the shoulder (using the mouse roll).
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As for modifying the physics of the main character's body parts, I'll be conducting a poll among the patrons. I think this will be the best solution. :)

Yes, I'm planning a release on Steam.
Yes, that's what I meant, I wanted to ask that because as far as I can understand from your replies, this game will have a plethora of narrow/crampt spaces and camera is usually one of the problems.

As for the poll, it's a great idea, I'll be looking for the results and waiting to buy it on Steam whenever it launches.
 
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KilljoyTRV

Member
Game Developer
Oct 24, 2018
493
490
Yes, that's what I meant, I wanted to ask that because as far as I can understand from your replies, this game will have a plethora of narrow/crampt spaces and camera is usually one of the problems.

As for the poll, it's a great idea, I'll be looking for the results and waiting to buy it on Steam whenever it launches.
What are your tags from?
 

Shyboy

Member
Aug 5, 2017
110
71
Thank you for the game. I`ve played the last two updates and the game looks very good. I can play it very well on my 6yo high potato gaming machine and that`s a breath of fresh air. I`ve been reading the thread and I really found myself loving the old vents, while it made me get lost a few times I find it very interesting. I`m getting excited to see more in the future. Thank you. If you get to release the game on steam or other stores, please do regional prices. My country currency make it quite impossible to buy things on usd.
 

dw9000

Member
Nov 27, 2017
338
199
Kodman curious, but what are your plans for the game overall? Do you intend it to be a deadspace like resident evil?

I am interested extremely in the game as it stands it has a lot of potential and is developing smoothly.
 

Kodman

Member
Game Developer
Nov 11, 2023
100
574
Thank you for the game. I`ve played the last two updates and the game looks very good. I can play it very well on my 6yo high potato gaming machine and that`s a breath of fresh air. I`ve been reading the thread and I really found myself loving the old vents, while it made me get lost a few times I find it very interesting. I`m getting excited to see more in the future. Thank you. If you get to release the game on steam or other stores, please do regional prices. My country currency make it quite impossible to buy things on usd.
Thank you for your feedback. I pay a lot of attention to optimizing the game during development, as I understand that everyone has different PC configurations.

Yes, prices on Steam will be regional.
 

Kodman

Member
Game Developer
Nov 11, 2023
100
574
@Kodman curious, but what are your plans for the game overall? Do you intend it to be a deadspace like resident evil?

I am interested extremely in the game as it stands it has a lot of potential and is developing smoothly.
I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2). But all of them lack a spicy element that I think can add to the sense of horror.
It's hard for me to say what the game will be like because I haven't played such games. I can only say that I don't plan to add a lot of action and shooting in the game. The main gameplay focus is the atmosphere, story, and puzzles.
 
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TJ412

Member
Sep 24, 2018
235
236
Criticizing a game early in development for a lack of content is shitty - and saying "I bet you can't do better" is a shitty way of dismissing it. I think you'd do well to take all criticism constructively, even when it's not meant that way - and if there's nothing constructive about it, then don't even bother engaging with it, it's just a bad look at best.

I played through the whole thing and I will say that without the guide, it'd have taken me at least twice as long to figure out how to progress; the puzzle/navigational solutions aren't terribly obvious or intuitive. It involves more backtracking and walking through empty corridors than I'd like, especially for the number of animations you actually see throughout that time. For that reason I generally find games like this quite tedious to play through, and most would benefit from including scenes and mechanics that aren't tied directly to progression - traps, roaming enemies etc.

You can tap ctrl to crouch and instantly reset your stamina to 100 - but a stamina system seems entirely redundant and would only serve to slow down what I feel is already tedious and unengaging gameplay. If there are plans for stamina to actually be relevant throughout some section of the game where eg you have to outrun something then that's fair enough. You can still have a very quick recharge from standing still or crouching whilst still making stamina management necessary for those sections.

Other than that it runs fine, looks good, controls well enough. How much of the future adult content will be tentacle/parasite monsters vs solo or F/M?
 

Kodman

Member
Game Developer
Nov 11, 2023
100
574
Criticizing a game early in development for a lack of content is shitty - and saying "I bet you can't do better" is a shitty way of dismissing it. I think you'd do well to take all criticism constructively, even when it's not meant that way - and if there's nothing constructive about it, then don't even bother engaging with it, it's just a bad look at best.
You are completely right, as long as the criticism is "criticism" and has any benefit for the developer or other users. Do you think I'm misunderstanding or responding to criticism? I'm honestly interested.
I played through the whole thing and I will say that without the guide, it'd have taken me at least twice as long to figure out how to progress; the puzzle/navigational solutions aren't terribly obvious or intuitive. It involves more backtracking and walking through empty corridors than I'd like, especially for the number of animations you actually see throughout that time. For that reason I generally find games like this quite tedious to play through, and most would benefit from including scenes and mechanics that aren't tied directly to progression - traps, roaming enemies etc.
Did you feel bored during the main line or was it due to collecting optional cutscenes/objects? How long did it take you to complete the Prologue?
You can tap ctrl to crouch and instantly reset your stamina to 100 - but a stamina system seems entirely redundant and would only serve to slow down what I feel is already tedious and unengaging gameplay. If there are plans for stamina to actually be relevant throughout some section of the game where eg you have to outrun something then that's fair enough. You can still have a very quick recharge from standing still or crouching whilst still making stamina management necessary for those sections.
In first act of the game, Stamina really doesn't seem to make sense, but in the next updates, it will be an important part of the gameplay.
Other than that it runs fine, looks good, controls well enough. How much of the future adult content will be tentacle/parasite monsters vs solo or F/M?
I don't want to spoil anything, but the game will have everything you mentioned and more. Part of the adult content will be added by voting by patrons.
 
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May 9, 2023
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You can tap ctrl to crouch and instantly reset your stamina to 100 - but a stamina system seems entirely redundant and would only serve to slow down what I feel is already tedious and unengaging gameplay. If there are plans for stamina to actually be relevant throughout some section of the game where eg you have to outrun something then that's fair enough. You can still have a very quick recharge from standing still or crouching whilst still making stamina management necessary for those sections.
A very solid point, stamina/resources exist in games as an aspect for the player to consider when making choices. In the current implementation, the existence of a stamina bar does not increase the number of meaningful choices the player makes in gameplay.

I can only say that I don't plan to add a lot of action and shooting in the game. The main gameplay focus is the atmosphere, story, and puzzles.
If this is the case then in my opinion dev time should be taken away from stamina/combat, and instead put on scripted cutscenes, an original OST, or other aspects that directly support your goals.


I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2).

It's hard for me to say what the game will be like because I haven't played such games.
!!! this is very surprising. I had assumed you were already a fan of these games, and had a specific approach in mind for creating PI.
In my personal opinion, the intense immersion and tension from games like RE/Dead space come from
1. scary monsters that pose a threat
2. resource management to deal with #1.

while atmosphere/production quality/jumpscares are certainly crucial in those games, they account for a smaller percentage of my personal immersion.
 

dw9000

Member
Nov 27, 2017
338
199
I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2). But all of them lack a spicy element that I think can add to the sense of horror.
It's hard for me to say what the game will be like because I haven't played such games. I can only say that I don't plan to add a lot of action and shooting in the game. The main gameplay focus is the atmosphere, story, and puzzles.
I am genuinely surprised you haven't had the opportunity to play said games like SystemShock 2, I will not say anything to spoil but i grew up playing that with some friends and the coop was amazing and full of MANY MANY JumpScares and environmental story telling/lore/world building.

An amazing feature of system shock 2 was the ghost feature, seeing ghosts of the past (holograms more or less) of the inhabitants of the world doing their activities or things going on daily tasks that have gone wrong ie: doors jammed and someone complaining, emergencies and fears, etc.

I know since playing the demo last time (before this current version) you have introduced some npcs and a few other scene elements (woman in flesh wall, crewman where pistol is located). It tells a bit of a story which is starting things.

I look forward to what more comes, Parasitism, pregnancies, corruption? if certain things affect the character and change the gameplay (not drastically but enough to make you Not.. or maybe want to, make it happen).

Multiple endings? -though that will prolong the game significantly-
 

TJ412

Member
Sep 24, 2018
235
236
You are completely right, as long as the criticism is "criticism" and has any benefit for the developer or other users. Do you think I'm misunderstanding or responding to criticism? I'm honestly interested.

Did you feel bored during the main line or was it due to collecting optional cutscenes/objects? How long did it take you to complete the Prologue?
Honestly, a bit of both. Personally I don't feel the collectible AI-generated pictures really add anything and I didn't go out of my way to find them - not that you have to look far for the most part. At the same time it's a "why not?" thing. The alternate costume, I was confused as to how to get to the warehouse it's in, or where to find the password to the terminal, so I ended up progressing past it to where you lose your omni-tool or whatever, and presumably access back to that part of the ship.

As for the main progression line, it took me 1h15 at a guess. To my mind it's functionally a gallery with some navigational puzzles in-between. I suppose you could say the same of many of the games I like most, just replace "navigational puzzles" with combat and/or platforming sequences. The difference is, many of those games tend to do at least something to tie the adult content and core gameplay together - eg. "battle-fuck", status effects, pregnancy, corruption and clothing destruction.

In my opinion, the main advantage of making your adult media a game, is the variability of context, and agency of the player and NPCs, which determines that context. Games that don't really include or prioritize those things, could've been more easily made as a visual novel or a video instead, without losing any of its appeal. I feel the same about even some of my favorite action games. As a general rule, the better adult games are "adult content delivery systems" first, "game" second - and the ones I hold in highest regard are those which do the most to marry the two, and have a lot of it.

I've always felt conflicted about crowdfunder-voted content - I feel like adult games (and media in general) are at their best when the creator knows what they want, and is making it to cover a set of specifically their fetishes and tastes - and so it will be enjoyed more by those who share them. Opening it up to a vote means anyone near the edge or outside of where the venn diagram overlaps, in terms of the audience's fetishes and tastes, stands to be disappointed.

I just don't think it's worth your time or energy to respond to and engage with non-constructive criticism at all. I think the "I'd like to see you do better" response is fallacious. You don't have to be a chef to say the soufflee is deflated. And what if they actually could do better? It wouldn't make the content of their feedback any more or less useful to you.

That said, there was a constructive part you could glean from that post you replied to. They felt there wasn't enough content for the overall length of gameplay - which is a sentiment I share - they just chose a shit way to express it, and showed no sign that they understood how early along the game is. If you're going to engage with them in the first place, I'd say it's best to focus on that.
 

Kodman

Member
Game Developer
Nov 11, 2023
100
574
If this is the case then in my opinion dev time should be taken away from stamina/combat, and instead put on scripted cutscenes, an original OST, or other aspects that directly support your goals.
Yeap! I also should have bought Bitcoin when it cost $2.
We all make mistakes, especially in things we do for the first time. Don't we? I would be happy if someone else learned from my mistakes.
!!! this is very surprising. I had assumed you were already a fan of these games, and had a specific approach in mind for creating PI.
I meant that I can't give an example of another game that can be directly compared to how I see PI being finalized. :)

By the way, you've raised an interesting topic that I've been talking about with experienced game designers. If you name the first things you remember from the games listed, it is highly likely that they will be very different from mine. You write about mechanics, and I meant the feeling of loneliness and mystery of the events that take place around the main character. And it's normal for different people to pay attention to different things in games. That's why I don't try to make a game that will appeal to everyone - it's unrealistic.
 

Kodman

Member
Game Developer
Nov 11, 2023
100
574
I am genuinely surprised you haven't had the opportunity to play said games like SystemShock 2, I will not say anything to spoil but i grew up playing that with some friends and the coop was amazing and full of MANY MANY JumpScares and environmental story telling/lore/world building.
Maybe my English is worse than I thought. I meant that I have played these games and am partially inspired by their atmosphere when creating PI.
Multiple endings? -though that will prolong the game significantly-
This thought never leaves my mind. But it can cause a lot of problems in game development. We'll see.
 
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